Procedural Mesh Generation with Mathf.PerlinNoise Creates Flat, Irregular Terrain
Hello, everyone. I've been working on a procedural mesh generator for a project I've been working on, and I've run into an issue. My mesh generator was initially designed to generate the world in chunks, then stitch adjacent chunks together. It was designed as such because I didn't know that there was a way to get around the 65k vertex limit on meshes, and I needed to generate very large worlds (up to 3k by 3k units). I eventually discovered mesh.IndexFormat and decided to rewrite my world generator to generate one large chunk instead of many smaller ones. However, doing so seemed to have created a...unique problem. I get this, or something similar, whenever I try to generate a new world. I've puzzled over my code but I can't seem to find the culprit. As far as I'm aware, I didn't change anything in how the mesh generation works but merely refactored it and removed references to things that were no longer needed (such as getting rid of the chunkSize variable and replacing it with just a worldSize variable, since it's just generating a single mesh). Since I can only upload two attachments, I've linked below a Google Drive folder where the relevant files can be found. WorldGen is the main script that is attached to a GameObject and used to generate the world, it calls ChunkGen to generate the mesh proper. The -Old scripts are the last working ones before I rewrote my code. Apologies for the bad structure and inefficiency, I've been using Unity as an excuse to teach myself C#. https://drive.google.com/drive/folders/1MDJiVxX0ClHzvllK-HKdF75MzDnxEvFL?usp=sharing Help me Obi-Wan Kenobi, you're my only hope!